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Dungeons & Dragons: Castle Ravenloft Board Game» Forums » Variants

Subject: 2 on 2 (or team vs. team) adventure. rss

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Mark Richard
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We have been experimenting with a team vs. team adventure with some fun results. Haven't quite ironed it out yet but I'm curious if anyone else has tried something like this.

Basically, 2 teams with 2 characters on each team each explore their own section of the dungeon. They are drawing from the same dungeon tile stack but their dungeons start separated. We bury a special tile (usually the stairway tile) about 10-15 tiles deep (we are still experimenting with the right number here and the best tile). Once the Stairway tile is drawn, that team connects their dungeon to the other teams dungeon using the Stairway tile. They can connect it to any legal part of the other team's dungeon in a way that the chacters can now travel from one dungeon to the other. We now have 1 dungeon that the teams share. A few tiles later, another special tile will be drawn that contains a boss monster and a treasure. The winning team is the team that grabs the treasure and makes it back to their starting square.

That is the basic idea anyway. The fun part is that the characters can attack each other as well. We even tried a game where the goal was to just kill the other team. There are also some cool strategies where you can try to lead a big group of monster onto the other team's tile and then run away (Wizard's teleport is great for this). You can really hose each other.

I think this idea has some potential but we haven't quite hit the sweet spot yet. Let me know if you have any suggestions. Some problems we've run into:
- I think each team may need more healing surges, especially when the players start attacking each other.
- We haven't decided the best way to make a player drop the winning treasure other than when he drops to 0 HP. Once a character has the treasure its hard to stop them when they can make double moves. We tried a ruling that the treasure is heavy and you can only move once...that worked pretty well but was almost too hard. The other team and monsters just wail on you. Maybe we just need a different victory condition.
- Do encounter cards affect both teams?

Let me know your thoughts.
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Peter Lee
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I'd consider splitting the stack into two stacks and plant the destination tile around position 6, and have each team draw from a different stack.

Also, each team could start with a single surge, and the math of the game works better with the encounter cards targeting Heroes as normal.

It would be a stronger experience if the encounter cards had been designed with this play style in mind, however.
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Abdul Rahman Ibrahim
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Sounds good for a module idea. It's a perfect medium to provide exceptions to the default rules.
 
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Steve Whassup

Wauwatosa
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Absolutely LOVE this idea!

How about these options:

1) Do NOT use the Rogue as a Team Member; so the 2 teams will consist of the Ranger, Cleric, Fighter, Wizard; any combo you want.

2) Each Team gets 2 Healing Surges; set the last Healing Surge aside.

3) Outfit the Rogue as a 2nd Level Hero. The Rogue will be later sent in as a special 'Villain' - a Thief sent to steal the treasure from the Heroes!

4) Both Teams start on the Secret Staircase tile. There are 2 unexplored edges on this tile. Place a BLACK triangle Hallway tile (ones w/walls on both sides) on each unexplored edge, forming a "V"-shape. NO Monsters or Encounters yet. These 3 tiles combined are your Start tile. Roll randomly = Team 1 goes down 1 Hallway, Team 2 goes down the other. For greater challenge and assurance that the 2 sides will never connect place Crypt Corner tiles facing opposite, away from each other, at each end of the 2 hallways (hope I'm explaining this clearly?)

5) No Hero may attack another Hero, and no Hero may head back in the direction of the Staircase tiles UNTIL the Villain Tile (where the Treasure is) has been revealed.

6) When you reveal the Villain Tile, besides the Villain, also place a Token for the Treasure AND the last Healing Surge token. Both tokens are considered to be on the Bone pile of the Villain's tile. The Heroes may now attack each other. The Team which did not find the Villain tile may now head in that direction.

7) After the Villain has been defeated, any Hero adjacent to the Villain's Bone pile may pick up either the Healing Surge token OR the Treasure Token but NOT both simultaneously. This 'Treasure Hunting' takes place during the Hero's Exploration Phase. It is considered exploration, and no Encounter tile is drawn. Another Exploration Phase must be used to obtain the second token, either by the same Hero or a different Hero. The Healing Surge token is considered 'pooled' into whatever Team grabs it first.

8) As soon as a Hero retrieves the Treasure Token during Exploration, the 'Rogue Villain' appears. Place her on the Staircase tile, on a space closest to the direction of the Treasure token.

9) The Rogue-Villain activates on each Villain Phase, and heads immediately for the Treasure Token and whichever Hero is carrying it. For all intents and purposes the Rogue is a VILLAIN, and does not activate Traps, Monsters, Encounters, etc. The Rogue-Villain uses ONLY movement....until she 'steals' the Treasure from a Hero.

10) To 'steal' the Treasure, the Rogue must be adjacent to the Hero w/the Treasure, and simply makes a 'Disable Traps' roll of 5+. Once she has the Treasure, the Rogue-Villain will also Attack.

11) Anyone (Hero or Villain) carrying the treasure cannot Teleport or make a double-move. Single moves only. They CAN still move + attack, move + disarm traps, etc.

12) After stealing the Treasure, the Rogue-Villain will attack the closest Hero(s) using her best abilities each Villain phase. She will also take her move toward the Staircase. She only seeks to get the Treasure and thwart the heros.

13) First person (Hero or Villain) who makes it back to the Staircase tile with the Treasure Token WINS!

14) OPTIONAL VARIANT: The 2 Teams of Heros work together; if one Hero wins they all win. The 2 Teams still split up to start, and same rules for heading back still apply. However, now the Rogue appears immediately when the Villain Tile is placed! The Rogue heads for the Villain tile and can grab it as soon as the Villain is down. She may even get it before the Heroes do!
 
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Mark Richard
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Those are some interesting suggestions. Might be a little complicated but I like some of what you said.

We tried a new small twist that I think worked. Similar to what you said, we gave each group their own stack of tiles. The 9th tile in each stack was a special tile that allowed the group to connect to the "main" part of the dungeon. The "main" dungeon is built at the beginning of the game and placed aside. It consists of a few tiles with a boss, some minions and the treasure. Here is the important part: Each team connects to the "main" dungeon on a tile that has some minions. The minions slow you down a little at least before you strike at the boss. This makes it a little bit of a race to get through your stack of tiles and connect to the main dungeon as quickly as possible and get to the treasure. Everyone liked this better. We are still experimenting with the end-game a bit but its a fun variant.
 
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